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Messages - mightyhat (14)

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1
Issue Archive / Re: Phoenix Not Turning to Ash
« on: April 28, 2010, 03:55:06 pm »
is phoenix/ash supposed to be immune to aflatoxin/death nymph? when you put the cancer poison on phoenix, it dies without creating a cancer cell, and it turns into ash as normal. if ash has a cancer poison, it loses the token when it turns back into phoenix.

that sounds like a wacky mechanic to fix, but it doesn't seem to be functioning as designed.

2
It has a 30-40 percent win rate overall. Mightyhat, you might just suck at using this deck. You will never be able to win if you just throw down every card like a monkey. You need some timing and strategy.
heh. i might just suck.

listen sunshine, i understand how to play the game. i understand how to play the deck. i do not throw down every card like a monkey. i am an insane person with multiple accounts in the t50. i used to play on the mtg pro circuit. i don't think that the poor win rate that i saw with this deck was due to a problem with my play skill.

what i am talking about is poor statistical consistency and the absolute failure to have a tenable victory condition against the majority of decks. i have personally made a large number of experimental decks, but i don't post them to the forum if they don't have a win percentage at least as good as the current standard. why do you draw this sort of attention to yourself  by posting something this inconsistent as a "False God Killer!", and then insult a player who takes the time to duplicate your theory and give feedback?

i beat fire queen in 1.17 with a speed poison dueling deck because i forgot to switch decks, but i didn't post the deck here as the new false god killer.

it might have been better if you had posted this in the dual-color deck forum, or even in this forum as an idea that needed feedback. perhaps more experienced players might have taken the time to suggest a few modifications that would give you a better win rate and a chance to win against some other gods. instead, i guess this deck is just perfect for you the way it is. congratulations.

3
ok, i figured i could give it a couple of games. it is non-up'd except for a couple shards, so cheap to build and try.

this deck claims a 50% win ratio (i think less) against a couple of gods. um... we are up to 17? 18? false gods. this deck auto-loses to the vast majority, and still has a poor record against the ones it has some chance to beat. so, if you have shards, but cant afford to upgrade a deck, and are content with a 10% win ratio, THIS IS THE DECK FOR YOU!

not for me.

4
Patch Notes and Development News / Re: AI improvements
« on: February 16, 2010, 07:09:40 pm »
i saw most of the ones i wanted to mention (multiple gravity force on same creature, retrovirus with no targets on my side, ai replacing its own weapons, casting black hole when i have no quanta yet), but the one i didn't see mentioned is how poorly the ai uses burrowing/unburrowing in comparison to even the newest players. 1. burrowing a creature for reduced damage when i have no potential to target it. 2. unburrowing when my life is low, but i have walls, therefore allowing me to target it. 3.failing to unburrow when the ai should be able to deal lethal damage.

5
False Gods / Re: Need input/opinions on best 1.17 FG grinder
« on: January 15, 2010, 10:35:48 pm »
just a quick note. i have been using a slightly modified version of jmizzle's 1.14 fg rainbow.



the only change that i made was to replace the 2 twin universe with quintessence. i played a handful of games and have been winning about 50%.

since it was only a guesstimate, i played 40 games and collected the data. i had a string of no-tower draws, so i got a little less than the usual win percentage

morte 1 loss - 1 win - 0 em
incarnate 0 loss - 1 win - 1 em
scorpio 1 loss - 2 win - 1 em
destiny 1 loss - 2 win - 2 em
seism 4 loss - 1 win - 0 em
rainbow 4 loss - 0 win - 0 em
ferox 0 loss - 2 win - 2 em
fire queen 0 loss - 1 win - 1 em
elidnis 1 loss - 3 win - 3 em
miracle 2 loss - 0 win - 0 em
divine glory 2 loss - 0 win - 0 em
hermes 2 loss - 1 win - 1 em
graviton 1 loss - 3 win - 1 em
obliterator 1 loss - 0 win - 0 em
chaos lord 3 loss - 0 win - 0 em

if i entered that correctly here, that should be 23 losses, 17 wins with 12 elemental masteries = 42.5% win in this small sample. i havent played more then a couple games since the content patch, so my playing was a little rusty, and i really didn't know what some of the fg's were going to do.

6
General Discussion / Re: Rare Cards: Do They Need to Exist?
« on: January 06, 2010, 02:53:52 pm »
I dare suggest splitting the system into uncommons and rares.  The key difference is that rare cards cannot be won on spins from T50; you cannot farm them like you could uncommons.  Both would not be available in the bazaar.
so, you are proposing that the current rares become "uncommon" and a new class of ultra-rares be created? if the new rares could not come up on the t50 spinner, how would you get them? some new quest feature?

7
General Discussion / Overpowered Cards etc.
« on: December 15, 2009, 10:10:18 pm »

sundial is NOT over powered because you can't play around it. sundial IS overpowered because it is too cheap for the amount of utility it packs for the cost. jmizzle is not saying the card should be removed from the game, or anything. the problem is that it is too powerful in comparison to the other cards. zanz could balance just that one card to make more decktypes viable, or he could decrease the cost on a whole bunch of other cards to bring them up to the power level of the dial.

8
General Discussion / Overpowered Cards etc.
« on: December 15, 2009, 10:10:16 pm »

sundial is too cheap. stall and card draw? for 1 time and activate for 1 light? that is way powerful for an unupgraded card. or for 0 and 2? the upgraded version is effectively single colored. compare that to pulverizer. at least it is a rare, so you have to work hard to get a couple. it is also cross-color to play and activate, even after upgrading.

as far as quantum towers being too powerful, i would love to see MORE sources for multi-colored quanta. instead of just dropping a new tower that produces 2 colors, it would be better balanced if you had to sacrifice one of your existing towers or pillars when it came into play. they could start by being developed just for complementary colors (death and darkness, light and life, earth and gravity, ect). if they worked out well, they could be added for other color combinations with later upgrades.

9
False Gods / Campaign against the gods: A false god strategy guide
« on: December 15, 2009, 10:10:12 pm »

a quick comment:

i have been testing this deck and found that i had a higher win percentage with normal sundials than i did with upgraded sundials. I only played about 30 games each way and was looking at a difference of a couple games, so this may just be normal luck variation, but i think the mana spread may be better with normal dials.

it is a small deck and you dont want to drop the eternity until you are into the last 5 cards or so. the pulverizer is much more effective through the main play. when i played the upgraded dials, i couldnt use them to draw as fast as i wanted because of light quantum shortage, and i had an obscene amount of time quantum at the end. with the normal dials, i could draw much more aggressively in the early game, and only decked my self once against rainbow without enough time quantum to keep bouncing a skelli.

this is a 85% effective fg farm deck with less than 30 upgrades.

10
Outdated Tutorials / NEWBIE GUIDE: How to become RICH in 1 Day
« on: December 15, 2009, 10:10:08 pm »

tested this guide today.

started a new account, built the deck dragoon listed here. got up to 500 points, then farmed t50 with it while i was testing optimum farm deck composition on my main account. this deck won better than half the time against t50. after picking up a some rares and getting 2100 electrum, i built the basic (no-upgrades) scaredgirl rainbow. i won about 1 out of 5 initially, and ended up with 5 upgraded cards in the deck after another couple hours. i started playing the false gods with about 250 electrum and never lost enough that i had to go back to lvl3 or t50.

of course, i have more experience (and focus/patience) than most new players, so it went smoother for me. but still, from new account to partially upgraded rainbow in about 5 hours of play is pretty good.

final stats for the day
score:2486 won:89 lost:52 electrum:882
upgraded cards:5
rares:14
update
played about 2.5 more hours on this new account.
new stats after 41 more games
score:4713 won:110 lost:72 electrum:1516
upgraded cards: 16!

so, i won 21 games, lost 20, and gained 11 deck upgrades from beating the false gods

11
Outdated Tutorials / NEWBIE GUIDE: How to become RICH in 1 Day
« on: December 15, 2009, 10:10:08 pm »

Been meaning to post this, but I've been a little busy.  I think a great starter deck for new players is an earth/time deck.  Start off with the time deck, sell everything, and buy 18 earth pillars, 6 graboids, and 6 shriekers (you'll need to do the first few quests to have enough money).  The nice thing about this deck is it's fast against AI3 and you can switch back and forth between this deck and your False God deck.  Especially in the beginning, you're going to lose a lot to the False Gods and will need to go back to AI3 to make more money.  With this deck, you won't have to spend 100 coins to switch your mark to use your old deck.  Although the False God deck will win in AI3 too, it's much slower making money than this earth/time deck.  Anyways, it's just another option.  Good luck.



tested this guide today.

started a new account, built the deck dragoon listed here. got up to 500 points, then farmed t50 with it while i was testing optimum farm deck composition on my main account. this deck won better than half the time against t50. after picking up a some rares and getting 2100 electrum, i built the basic (no-upgrades) scaredgirl rainbow. i won about 1 out of 5 initially, and ended up with 5 upgraded cards in the deck after another couple hours. i started playing the false gods with about 250 electrum and never lost enough that i had to go back to lvl3 or t50.

of course, i have more experience (and focus/patience) than most new players, so it went smoother for me. but still, from new account to partially upgraded rainbow in about 5 hours of play is pretty good.

final stats for the day
score:2486 won:89 lost:52 electrum:882
upgraded cards:5
rares:14

12
Forum Archive / seeking speed poison builds for t50 and pvp
« on: December 15, 2009, 04:10:13 pm »

does anybody have an accurate decklist for efhero's t50 speed poison? that thing is insanely fast. i usually lose the poison mirror to it.

it uses water mark and mixes bone towers and sapphire towers. it runs the standard deadly poison, physalia, congeal, arsenic, but it also has squids. i would be interested in seeing if squids replaced some congeals, or what. i think it is still only 30 cards.

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